X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=f395953932e19003e93cac528d76c538cb99531e;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=52e4c3080f82aa4dcae6a9e5e4d6a182942d2c86;hpb=ec0918b2ef17a71418a57417689fd3042915aeeb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 52e4c30..f395953 100644 --- a/player_physics.h +++ b/player_physics.h @@ -14,6 +14,51 @@ VG_STATIC void apply_gravity( v3f vel, float const timestep ) v3_muladds( vel, gravity, timestep, vel ); } +VG_STATIC struct +grind_edge *player_grind_collect_edge( v3f p0, v3f p1, + v3f c0, v3f c1, float max_dist ) +{ + struct player_phys *phys = &player.phys; + + bh_iter it; + bh_iter_init( 0, &it ); + + boxf region; + + box_init_inf( region ); + box_addpt( region, p0 ); + box_addpt( region, p1 ); + + float k_r = max_dist; + v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] ); + v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] ); + + float closest = k_r*k_r; + struct grind_edge *closest_edge = NULL; + + int idx; + while( bh_next( world.grind_bh, &it, region, &idx ) ) + { + struct grind_edge *edge = &world.grind_edges[ idx ]; + + float s,t; + v3f pa, pb; + + float d2 = + closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb ); + + if( d2 < closest ) + { + closest = d2; + closest_edge = edge; + v3_copy( pa, c0 ); + v3_copy( pb, c1 ); + } + } + + return closest_edge; +} + /* * Called when launching into the air to predict and adjust trajectories */ @@ -21,11 +66,6 @@ VG_STATIC void player_start_air(void) { struct player_phys *phys = &player.phys; - if( phys->in_air ) - return; - - phys->in_air = 1; - float pstep = VG_TIMESTEP_FIXED * 10.0f; float best_velocity_delta = -9999.9f; float k_bias = 0.96f; @@ -39,6 +79,10 @@ VG_STATIC void player_start_air(void) for( int m=-3;m<=12; m++ ) { + struct land_log *log = &player.land_log[ player.land_log_count ++ ]; + log->count = 0; + log->colour = 0xff000000; + float vmod = ((float)m / 15.0f)*0.09f; v3f pco, pco1, pv; @@ -60,6 +104,9 @@ VG_STATIC void player_start_air(void) m3x3_mulv( vr, pv, pv ); v3_muladds( pco, pv, pstep, pco ); + struct grind_edge *best_grind = NULL; + float closest_grind = INFINITY; + for( int i=0; i<50; i++ ) { v3_copy( pco, pco1 ); @@ -75,6 +122,20 @@ VG_STATIC void player_start_air(void) contact.dist = v3_length( vdir ); v3_divs( vdir, contact.dist, vdir); + v3f c0, c1; + struct grind_edge *ge = player_grind_collect_edge( pco, pco1, + c0, c1, 0.4f ); + + if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) + { + float d2 = v3_dist2( c0, c1 ); + if( d2 < closest_grind ) + { + closest_grind = d2; + best_grind = ge; + } + } + if( ray_world( pco1, vdir, &contact )) { float land_delta = v3_dot( pv, contact.normal ); @@ -99,19 +160,59 @@ VG_STATIC void player_start_air(void) q_m3x3( vr_q, phys->vr ); } - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; + v3_copy( contact.pos, log->positions[ log->count ++ ] ); + log->colour = 0xff000000 | scolour; + break; + } - player.land_log_count ++; + v3_copy( pco, log->positions[ log->count ++ ] ); + } - break; + if( best_grind ) + { + log->colour = 0xff0000ff; + + float score = -closest_grind * 0.05f; + + if( score > best_velocity_delta ) + { + best_velocity_delta = score; + + m3x3_copy( vr, phys->vr_pstep ); + q_axis_angle( vr_q, axis, vmod*0.1f ); + q_m3x3( vr_q, phys->vr ); } } } } + +VG_STATIC void player_physics_control_passive(void) +{ + struct player_phys *phys = &player.phys; + float grabt = player.input_grab->axis.value; + + if( grabt > 0.5f ) + { + v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f, + phys->grab_mouse_delta ); + v2_normalize_clamp( phys->grab_mouse_delta ); + } + else + v2_zero( phys->grab_mouse_delta ); + + phys->grab = vg_lerpf( phys->grab, grabt, 0.14f ); + player.phys.pushing = 0.0f; + + if( !phys->jump_charge || phys->in_air ) + { + phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; + } + + phys->jump_charge = 0; + phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); +} + /* * Main friction interface model */ @@ -137,12 +238,7 @@ VG_STATIC void player_physics_control(void) phys->reverse = -vg_signf(vel[2]); float substep = VG_TIMESTEP_FIXED * 0.2f; - -#if 0 - float fwd_resistance = vg_get_button( "break" )? 5.0f: k_friction_resistance; -#else float fwd_resistance = k_friction_resistance; -#endif for( int i=0; i<5; i++ ) { @@ -161,7 +257,7 @@ VG_STATIC void player_physics_control(void) } static int push_thresh_last = 0; - float push = player.input_push->axis.value; + float push = player.input_push->button.value; int push_thresh = push>0.15f? 1: 0; if( push_thresh && !push_thresh_last ) @@ -183,18 +279,6 @@ VG_STATIC void player_physics_control(void) vel[2] -= new_vel * phys->reverse; } - /* Pumping */ - static float previous = 0.0f; - float delta = previous - phys->grab, - pump = delta * k_pump_force * VG_TIMESTEP_FIXED; - previous = phys->grab; - - v3f p1; - v3_muladds( phys->rb.co, phys->rb.up, pump, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); - - vel[1] += pump; - m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); float input = player.input_js1h->axis.value, @@ -203,6 +287,60 @@ VG_STATIC void player_physics_control(void) steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground; phys->iY -= steer_scaled * VG_TIMESTEP_FIXED; + + if( !phys->jump_charge && phys->jump > 0.2f ) + { + v3f jumpdir; + + /* Launch more up if alignment is up else improve velocity */ + float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )), + mod = 0.5f, + dir = mod + aup*(1.0f-mod); + + v3_copy( phys->rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); + v3_normalize( jumpdir ); + + float force = k_jump_force*phys->jump; + v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v ); + phys->jump = 0.0f; + + player.jump_time = vg.time; + + /* TODO: Move to audio file */ + audio_lock(); + audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_position( &audio_player_extra, phys->rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); + audio_unlock(); + } +} + +VG_STATIC void player_physics_control_grind(void) +{ + struct player_phys *phys = &player.phys; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; + + float l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); + + phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED; + + float iX = steer[1] * phys->reverse * k_steer_air * VG_TIMESTEP_FIXED; + + static float siX = 0.0f; + siX = vg_lerpf( siX, iX, k_steer_air_lerp ); + + v4f rotate; + q_axis_angle( rotate, phys->rb.right, siX ); + q_mul( rotate, phys->rb.q, phys->rb.q ); + + phys->slip = 0.0f; } /* @@ -256,7 +394,7 @@ VG_STATIC void player_physics_control_air(void) limiter *= limiter; limiter = 1.0f-limiter; - if( angle < 0.99f ) + if( fabsf(angle) < 0.99f ) { v4f correction; q_axis_angle( correction, axis, @@ -339,12 +477,32 @@ VG_STATIC void player_walk_physics(void) v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; + v2f walk = { player.input_walkh->axis.value, + player.input_walkv->axis.value }; + + if( v2_length2(walk) > 0.001f ) + v2_normalize_clamp( walk ); + if( phys->in_air ) { player_walk_update_collision(); rb_debug( rbf, 0xff0000ff ); rb_debug( rbb, 0xff0000ff ); + /* allow player to accelerate a bit */ + v3f walk_3d; + v3_muls( forward_dir, walk[1], walk_3d ); + v3_muladds( walk_3d, right_dir, walk[0], walk_3d ); + + float current_vel = fabsf(v3_dot( walk_3d, phys->rb.v )), + new_vel = current_vel + VG_TIMESTEP_FIXED*k_air_accelerate, + clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ), + vel_diff = vg_maxf( 0.0f, clamped_new - current_vel ); + + v3_muladds( phys->rb.v, right_dir, walk[0] * vel_diff, phys->rb.v ); + v3_muladds( phys->rb.v, forward_dir, walk[1] * vel_diff, phys->rb.v ); + + len = 0; len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); @@ -396,15 +554,12 @@ VG_STATIC void player_walk_physics(void) } else { - /* translate player */ - v2f walk = { player.input_walkh->axis.value, - player.input_walkv->axis.value }; - - if( v2_length2(walk) > 0.001f ) - v2_normalize( walk ); + player.walk = v2_length( walk ); - v2_muls( walk, vg_maxf( player.input_push->axis.value, 0.5f ) * - k_walkspeed * VG_TIMESTEP_FIXED, walk ); + if( player.input_walk->button.value ) + v2_muls( walk, 0.5f, walk ); + + v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk ); v3f walk_apply; v3_zero( walk_apply ); @@ -439,6 +594,12 @@ VG_STATIC void player_walk_physics(void) } v3_add( dt, phys->rb.co, phys->rb.co ); + if( len ) + { + struct world_material *surface_mat = world_contact_material(manifold); + player.surface_prop = surface_mat->info.surface_prop; + } + /* jump */ if( player.input_jump->button.value ) { @@ -494,16 +655,89 @@ VG_STATIC void player_walk_physics(void) } } -/* - * Physics collision detection, and control - */ -VG_STATIC void player_physics(void) +VG_STATIC void player_grind(void) { struct player_phys *phys = &player.phys; - /* - * Update collision fronts - */ + + v3f closest; + int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY ); + if( idx == -1 ) + return; + + struct grind_edge *edge = &world.grind_edges[ idx ]; + + vg_line( phys->rb.co, closest, 0xff000000 ); + vg_line_cross( closest, 0xff000000, 0.3f ); + vg_line( edge->p0, edge->p1, 0xff000000 ); + + v3f grind_delta; + v3_sub( closest, phys->rb.co, grind_delta ); + + float p = v3_dot( phys->rb.forward, grind_delta ); + v3_muladds( grind_delta, phys->rb.forward, -p, grind_delta ); + float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, phys->rb.co ) ); + v3_muladds( phys->rb.v, grind_delta, a*0.2f, phys->rb.v ); +} + +VG_STATIC int player_update_grind_collision( rb_ct *contact ) +{ + struct player_phys *phys = &player.phys; + + v3f p0, p1, c0, c1; + v3_muladds( phys->rb.co, phys->rb.forward, 0.5f, p0 ); + v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 ); + v3_muladds( p0, phys->rb.up, 0.125f, p0 ); + v3_muladds( p1, phys->rb.up, 0.125f, p1 ); + + float const k_r = 0.25f; + struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, + c0, c1, k_r ); + + + vg_line( p0, p1, 0xff0000ff ); + + if( closest_edge ) + { + vg_line_cross( c0, 0xff000000, 0.1f ); + vg_line_cross( c1, 0xff000000, 0.1f ); + vg_line( c0, c1, 0xff000000 ); + + v3f delta; + v3_sub( c1, c0, delta ); + + if( v3_dot( delta, phys->rb.up ) > 0.0f ) + { + v3_copy( delta, contact->n ); + float l = v3_length( contact->n ); + v3_muls( contact->n, 1.0f/l, contact->n ); + contact->p = l; + contact->type = k_contact_type_edge; + contact->element_id = 0; + v3_copy( c1, contact->co ); + contact->rba = &player.phys.rb; + contact->rbb = &world.rb_geo; + + v3f edge_dir, axis_dir; + v3_sub( closest_edge->p1, closest_edge->p0, edge_dir ); + v3_normalize( edge_dir ); + v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir ); + v3_cross( edge_dir, axis_dir, contact->n ); + + return 1; + } + else + return -1; + } + + return 0; +} + +/* Manifold must be able to hold at least 64 elements */ +VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) +{ + struct player_phys *phys = &player.phys; + rigidbody *rbf = &player.collide_front, *rbb = &player.collide_back; @@ -527,38 +761,124 @@ VG_STATIC void player_physics(void) rb_debug( rbf, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); - rb_ct manifold[64]; - int len = 0; + int len_f = 0, + len_b = 0; + + len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold ); + rb_manifold_filter_coplanar( manifold, len_f, 0.05f ); + if( len_f > 1 ) + { + rb_manifold_filter_backface( manifold, len_f ); + rb_manifold_filter_joint_edges( manifold, len_f, 0.05f ); + rb_manifold_filter_pairs( manifold, len_f, 0.05f ); + } + len_f = rb_manifold_apply_filtered( manifold, len_f ); + + rb_ct *man_b = &manifold[len_f]; + len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b ); + rb_manifold_filter_coplanar( man_b, len_b, 0.05f ); + if( len_b > 1 ) + { + rb_manifold_filter_backface( man_b, len_b ); + rb_manifold_filter_joint_edges( man_b, len_b, 0.05f ); + rb_manifold_filter_pairs( man_b, len_b, 0.05f ); + } + len_b = rb_manifold_apply_filtered( man_b, len_b ); + +#if 0 + /* + * Preprocess collision points, and create a surface picture. + * we want contacts that are within our 'capsule's internal line to be + * clamped so that they face the line and do not oppose, to stop the + * player hanging up on stuff + */ + for( int i=0; ico, dfront ); + v3_sub( manifold[i].co, rbb->co, dback ); - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + if( (v3_dot( dfront, phys->rb.forward ) < -0.02f) && + (v3_dot( dback, phys->rb.forward ) > 0.02f)) + { + float p = v3_dot( manifold[i].n, phys->rb.forward ); + v3_muladds( manifold[i].n, phys->rb.forward, -p, manifold[i].n ); + v3_normalize( manifold[i].n ); + } + } +#endif + + return len_f + len_b; +} + +VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + int was_in_air = phys->in_air; - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + v3f surface_avg; + v3_zero( surface_avg ); - if( !len ) + if( len == 0 ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else { for( int i=0; irb.v, surface_avg ) > 0.5f ) + + if( v3_dot( phys->rb.v, surface_avg ) > 0.7f ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else { phys->in_air = 0; + phys->lift_frames = 0; + v3f projected, axis; + + float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); + + float d = v3_dot( phys->rb.forward, surface_avg ); + v3_muladds( surface_avg, phys->rb.forward, -d, projected ); + v3_normalize( projected ); + + float angle = v3_dot( phys->rb.up, projected ); + v3_cross( phys->rb.up, projected, axis ); + + v3f p0, p1; + v3_add( phys->rb.co, projected, p0 ); + v3_add( phys->rb.co, phys->rb.up, p1 ); + vg_line( phys->rb.co, p0, 0xff00ff00 ); + vg_line( phys->rb.co, p1, 0xff000fff ); + + if( fabsf(angle) < 0.999f ) + { + v4f correction; + q_axis_angle( correction, axis, + acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); + q_mul( correction, phys->rb.q, phys->rb.q ); + } } } + if( !was_in_air && phys->in_air ) + player_start_air(); +} + +VG_STATIC void player_collision_response( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + for( int j=0; j<5; j++ ) { for( int i=0; irb.up, impulse ), - wx = v3_dot( phys->rb.right, impulse )*1.5f; + wx = v3_dot( phys->rb.right, impulse )*1.8f; v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w ); v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w ); } } - - float grabt = player.input_grab->axis.value; - - if( grabt > 0.5f ) - { - v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f, - phys->grab_mouse_delta ); - v2_normalize_clamp( phys->grab_mouse_delta ); - } - else - v2_zero( phys->grab_mouse_delta ); - - phys->grab = vg_lerpf( phys->grab, grabt, 0.14f ); - player.phys.pushing = 0.0f; - - if( !phys->in_air ) - { - /* 20/10/22: make this only go axisways instead, may effect velocities. */ - - v3f projected, axis; - - float d = v3_dot( phys->rb.forward, surface_avg ); - v3_muladds( surface_avg, phys->rb.forward, -d, projected ); - v3_normalize( projected ); - - float angle = v3_dot( phys->rb.up, projected ); - v3_cross( phys->rb.up, projected, axis ); - - v3f p0, p1; - v3_add( phys->rb.co, projected, p0 ); - v3_add( phys->rb.co, phys->rb.up, p1 ); - vg_line( phys->rb.co, p0, 0xff00ff00 ); - vg_line( phys->rb.co, p1, 0xff000fff ); - - if( fabsf(angle) < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); - q_mul( correction, phys->rb.q, phys->rb.q ); - } - - float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; - v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); - - player_physics_control(); - - if( !phys->jump_charge && phys->jump > 0.2f ) - { - v3f jumpdir; - - /* Launch more up if alignment is up else improve velocity */ - float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )), - mod = 0.5f, - dir = mod + aup*(1.0f-mod); - - v3_copy( phys->rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); - v3_normalize( jumpdir ); - - float force = k_jump_force*phys->jump; - v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v ); - phys->jump = 0.0f; - - player.jump_time = vg.time; - - /* TODO: Move to audio file */ - audio_lock(); - audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, phys->rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); - audio_unlock(); - } - } - else - { - player_physics_control_air(); - } - - if( !phys->jump_charge ) - { - phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; - } - - phys->jump_charge = 0; - phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } VG_STATIC void player_save_frame(void) @@ -732,13 +964,87 @@ VG_STATIC void player_do_motion(void) } } - v3f prevco; v3_copy( phys->rb.co, prevco ); if( phys->on_board ) { - player_physics(); + rb_ct manifold[72]; + int len = player_update_collision_manifold( manifold ); + int grind_col = player_update_grind_collision( &manifold[len] ); + + static int _grind_col_pre = 0; + + if( grind_col ) + { + phys->grind = 1; + v3f up = { 0.0f, 1.0f, 0.0f }; + float angle = v3_dot( phys->rb.up, up ); + + if( fabsf(angle) < 0.99f ) + { + v3f axis; + v3_cross( phys->rb.up, up, axis ); + + v4f correction; + q_axis_angle( correction, axis, + VG_TIMESTEP_FIXED * 10.0f * acosf(angle) ); + q_mul( correction, phys->rb.q, phys->rb.q ); + } + + float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, manifold[len].n, DOWNFORCE, phys->rb.v ); + m3x3_identity( phys->vr ); + m3x3_identity( phys->vr_pstep ); + + if( !_grind_col_pre ) + { + audio_lock(); + audio_player_set_flags( &audio_player_extra, + AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_position( &audio_player_extra, phys->rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_board[5] ); + audio_unlock(); + } + } + else + { + phys->grind = 0; + player_adhere_ground( manifold, len ); + + if( _grind_col_pre ) + { + audio_lock(); + audio_player_set_flags( &audio_player_extra, + AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_position( &audio_player_extra, phys->rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_board[6] ); + audio_unlock(); + } + } + + _grind_col_pre = grind_col; + + rb_presolve_contacts( manifold, len+ VG_MAX(0,grind_col) ); + player_collision_response( manifold, len+ VG_MAX(0,grind_col) ); + + player_physics_control_passive(); + + if( grind_col ) + { + phys->in_air = 0; + player_physics_control_grind(); + } + else + { + if( phys->in_air ) + player_physics_control_air(); + else + player_physics_control(); + } + player_integrate(); } else @@ -825,10 +1131,13 @@ VG_STATIC void player_freecam(void) v3f lookdir = { 0.0f, 0.0f, -1.0f }, sidedir = { 1.0f, 0.0f, 0.0f }; - m3x3_mulv( camera_mtx, lookdir, lookdir ); - m3x3_mulv( camera_mtx, sidedir, sidedir ); + m3x3_mulv( main_camera.transform, lookdir, lookdir ); + m3x3_mulv( main_camera.transform, sidedir, sidedir ); static v3f move_vel = { 0.0f, 0.0f, 0.0f }; + + /* TODO */ +#if 0 if( vg_get_button( "forward" ) ) v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel ); if( vg_get_button( "back" ) ) @@ -837,6 +1146,7 @@ VG_STATIC void player_freecam(void) v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel ); if( vg_get_button( "right" ) ) v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, move_vel ); +#endif v3_muls( move_vel, 0.7f, move_vel ); v3_add( move_vel, player.camera_pos, player.camera_pos ); @@ -884,6 +1194,13 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) if( !rp ) { vg_error( "No spawn found\n" ); + vg_info( "Player position: %f %f %f\n", player.phys.rb.co[0], + player.phys.rb.co[1], + player.phys.rb.co[2] ); + vg_info( "Player velocity: %f %f %f\n", player.phys.rb.v[0], + player.phys.rb.v[1], + player.phys.rb.v[2] ); + if( !world.spawn_count ) return 0;